

Either you leave it to multiclass abuse (Hexblade/Paladin), or it appears too late in the class progression and becomes this sudden awkward jump. I explicitly state this problem in more general terms in my essay. The Hexblade however just screeeeams Paladin multiclass.

Meaning that your homebrew class is more than just a bag of exploitable tricks you can pick up within the first 1, 2, or 3 levels, but rather truly distinct on its own terms. due to critical bad reception of a class/subclass (PHB Ranger, Bladelock), WOTC overcompensated.Īnother reviewer once told me that the indicator of a good homebrew class is that it is difficult to multiclass with any PHB option. At present, I feel as though the Hexblade is the repeat of the UA Ranger, i.e. The Hexblade frustrates me so! I received my copy of Xanathar's long after I wrote that section. While it may be that the very people who most need to read this, won't because of the length those are also the people who need to do a lot more reading. It's going to be thick with references and inference because it's an attempt to distill the myriad small lessons learned from experience playing and writing. But if you're going to try to convey all the mechanical acumen necessary to accomplish this, I don't think "a few handy tips" is going to be sufficient.
DETCT BALANCED 5E HOMEBREW CLASSES FULL
I'm personally of the opinion that anyone who would need a guide like this has no business attempting a full class in the first place. Ideally, these authors should begin with trying to carefully balance much smaller game pieces like feats or spells, then moving on to races and archetypes. This notion is frequently underestimated, often by people fresh from 3.5/pathfinder where adding additional base classes as an entry point to homebrew is considered the norm. I think there's going to be a difficult trade-off between depth and accessibility, primarily due to the fact that creating full classes is the most complicated homebrew effort one can attempt.

Very few people that need to use this are going to read and it Write you what want to write, just my two cents on trying to make a reference guide that's actually used. People will say "omg such a good guide" but very few people that need to use this are going to read and it and use as long and wordy and opinionated as it is. I guess, in contrast to the rambling post here, what I'm saying is brevity is golden. If you don't have anything that fundamentally changes a mechanic of how something plays, you probably don't need to make a new class to make it. The key to good homebrew is know which rules to break to make something unique. They are good guide lines for the most part, but if you follow all of them you're going to end up with a pretty boring class. There needs to be more awareness that the PHB and XGE violate most of these "rules" somewhere. Trying to assign primary features seems unnecessary and doomed to failure.

I would argue the "Aura of Protection" is way more of a "primary feature" than "Lay on Hands" - now, is that a meaningless pedantic argument? Yes, of course. The "Primary Features" section is just sort of arbitrary. Things like the "Do's and Don'ts" though, most of those are either a reiteration of what you've already said with a more opinionated tone. Things like explaining dead levels is useful, because even with system mastery someone might not realized that unless they are familiar with the existing classes. While I respect the effort put into this, this could be a lot more useful if it was a lot more condensed to the more useful and mechanical tips, over a lot of sort of opinionated/debatable advice. It's a perfectly fine mechanic, and pretty easy to understand and scale. Hexblade also adds proficiency to damage.
